Dirge Of Cerberus (Final Fantasy VII)

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Dirge Of Cerberus (Final Fantasy VII)

Post by id-daemon »

Tool for Dirge Of Cerberus (Final Fantasy VII).
It can currently extract textures & skeletal models with bones, weights, UVs, etc.

(before converting models you have to extract files from game archive
you can do this with Luigi's BMS script for FF13, or with noesis)

Drop model/texture file onto the tool and it will output models as OBJ & SMD, textures as TGA
OBJ will just have geometry. SMD will have everything.
If you use it on static model, it will output empty files.

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Last edited by id-daemon on Sat Oct 13, 2018 8:02 pm, edited 2 times in total.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Dirge Of Cerberus (Final Fantasy VII)

Post by id-daemon »

weights work ok

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also materials

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Anexenaumoon
Posts: 119
Joined: Sun Dec 27, 2015 10:22 pm

Re: Dirge Of Cerberus (Final Fantasy VII)

Post by Anexenaumoon »

Any advice on how to learn how to build skeleton data? (I understand building the heirarchy), just not how you connect that to the vertex data. How do you make the skeleton work with the actual vertices and faces? (And yea, I know that different formats use different things, just trying to see what to look for).
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Dirge Of Cerberus (Final Fantasy VII)

Post by id-daemon »

in most modern games this will be easy:
vertex buffer usually has 4 or 8 bone indices and same number of weights (for each index)
weights are easy to detect because they sum up as 1

for example if they are bytes (most common), weights will be like:
255 0 0 0
or
250 5 0 0
or
100 100 50 5

and bone indices will be next to them
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Dirge Of Cerberus (Final Fantasy VII)

Post by id-daemon »

Tool released
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Dirge Of Cerberus (Final Fantasy VII)

Post by id-daemon »

added texture export - same tool
just drop texture package onto it, it will export all images as TGA (uncompressed RGB with alpha)

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BellMo
Posts: 2
Joined: Mon Apr 27, 2020 12:44 am

Re: Dirge Of Cerberus (Final Fantasy VII)

Post by BellMo »

id-daemon wrote:Tool for Dirge Of Cerberus (Final Fantasy VII).
It can currently extract textures & skeletal models with bones, weights, UVs, etc.

(before converting models you have to extract files from game archive
you can do this with Luigi's BMS script for FF13, or with noesis)

Drop model/texture file onto the tool and it will output models as OBJ & SMD, textures as TGA
OBJ will just have geometry. SMD will have everything.
If you use it on static model, it will output empty files.

ImageImage

Image

Image


_______________________________________________________________
could you show me how to extract files from game archive with noesis please. I tried it with Dirge Of Cerberus but noesis could not open any files of them. Am I doing something wrong?